First, thanks for all feedback… It’s something I really need if I want to improve the map…
I did spot something strange though. When the V1 is going along the track (after being taken off the lorraine) it turned black for a moment just before it entered the tunnel. Not sure if its just my computer or a bug in the map.
Just checked it and you’re right. The rocket turns black for about a second or two.
However I found a similar topic here: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=5847&highlight=black+model
After reading it I think I ‘d better decrease my gridsize value like sock is suggesting.I’'ll try that tomorrow when I have more time
Do you have it running on any servers?
I haven’t seen it yet on any server, but it’s still very early, I released the map just a couple of hours ago.I for one am very curious about the game play.
These tunnels look sick man, nicely done.
Well, not only do they look sick, They also made me feel pretty sick, giving me a huge headache.
The caves were done by dragging the vertexes inside the brushes. Which, I later found out, is a really bad way of making caves. The result was disappearing brushes after saving and reopening the map and ( the biggest problem) seams. When I had fixed a particular part of the cave and compiled the map, another seam would pop up. I got rid of most of them now, but had to rebuilt large sections of the cave. That part of the map (the caves) is a complete mess. I believe right now there are only on or two seams left in the cave-system.
There are 3 separate cave-systems in my map 1: The one from the screenshot that leads you toward the objective 2: The one that leads to one of Axis’ spawnpoints and 3: the small one the lorraine travels through. That last one was done after reading sock’s tutorial about creating caves. oh yeah, and that’s the only one that didn’t cause any problems like seams etc…
The quality of brushwork is near the SD and the custom models are very good.
Thanks, That was my ‘main goal’ when I started this map. To create a map that would look and feel like one of the official ET maps.
About the models, I’m a little afraid that they might cause some problems on servers. I believe the lorraine model with the rocket on top of it has something like over 5000 verts, which is way too much.
Where is the sky… well with that kind of fog it is understandable.
yep, there is no sky, at least not a visible one. I used the same sky as in railgun (abit modified though).
Little empty rooms… specially after the bridge.
I agree, Some rooms could use some furniture or crates.
Map is huge. This is good for public play, but how does it work with clan play?
The map was designed for public play and should handle 32-64 players ( it will be laggy as hell with 64 players, but each spawnpoint can hold 33 players). Creating such a big map was fun to do, but I can assure you, that it will be my first and last huge map. It just takes too much time. Worked on this map for almost 9 months.
About clan play, I really can’t tell.But I agree that v1rocket isn’t going to be a ‘standard’ clan map, It’s just way too big…
The file size is quite large… I am again suggesting to convert your command map to jpg. that will save you a meg.
I will do that, I already converted most textures to jpg to save space.
Your terrain allows players to get places I think they shouldn’t. I am no trickjumper and still managed to get top of the building where is the dyna door near the bridge as allies.
Schaffer, who took part in the private beta1 testing (and did a great job), said exactly the same thing. So I re-clipped everything, but must have missed this spot. A very important spot too, I might add. An allied player isn’t supposed to reach the axis spawnpoint that way to prevent spawn-killing.
I did notice one thing. As the v1 is being trasported to the launch rail, the wheels on the overturned cart in the tunnel are spinning also
Damn! That’s a stupid mistake from my part. Both carts are using the same shaders for the wheels. There is also a third cart ( below the second axis spawn) that probably has the same thing going.
Thanks everyone for the input and please keep those suggestions/ bugreports going…